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fix ugly shading on non-glsl surfaces.
git-svn-id: https://svn.code.sf.net/p/fteqw/code/trunk@4985 fc73d0e0-1445-4013-8a0c-d673dee63da5
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2 changed files with 4 additions and 3 deletions
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@ -321,7 +321,6 @@ void Host_InitCommands (void);
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void Host_Init (quakeparms_t *parms);
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void Host_Init (quakeparms_t *parms);
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void Host_FinishInit(void);
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void Host_FinishInit(void);
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void Host_Shutdown(void);
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void Host_Shutdown(void);
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extern qboolean com_workererror; //supresses shutdown prints+threads
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NORETURN void VARGS Host_Error (char *error, ...) LIKEPRINTF(1);
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NORETURN void VARGS Host_Error (char *error, ...) LIKEPRINTF(1);
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NORETURN void VARGS Host_EndGame (char *message, ...) LIKEPRINTF(1);
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NORETURN void VARGS Host_EndGame (char *message, ...) LIKEPRINTF(1);
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qboolean Host_SimulationTime(float time);
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qboolean Host_SimulationTime(float time);
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@ -332,6 +331,7 @@ void VARGS Host_ClientCommands (char *fmt, ...) LIKEPRINTF(1);
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void Host_ShutdownServer (qboolean crash);
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void Host_ShutdownServer (qboolean crash);
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#ifdef LOADERTHREAD
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#ifdef LOADERTHREAD
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extern qboolean com_workererror; //supresses shutdown prints+threads
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extern cvar_t worker_flush;
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extern cvar_t worker_flush;
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qboolean COM_DoWork(int thread, qboolean leavelocked);
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qboolean COM_DoWork(int thread, qboolean leavelocked);
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#define COM_MainThreadWork() while (COM_DoWork(0, false) && worker_flush.ival) /*called each frame to do any gl uploads or whatever*/
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#define COM_MainThreadWork() while (COM_DoWork(0, false) && worker_flush.ival) /*called each frame to do any gl uploads or whatever*/
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@ -349,6 +349,7 @@ void COM_AssertMainThread(const char *msg);
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#define COM_AssertMainThread(msg)
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#define COM_AssertMainThread(msg)
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#endif
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#endif
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#else
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#else
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#define com_workererror false
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#define COM_AddWork(t,f,a,b,c,d) (f)((a),(b),(c),(d))
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#define COM_AddWork(t,f,a,b,c,d) (f)((a),(b),(c),(d))
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#define COM_WorkerPartialSync(c,a,v)
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#define COM_WorkerPartialSync(c,a,v)
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#define COM_WorkerFullSync()
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#define COM_WorkerFullSync()
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@ -1075,8 +1075,8 @@ int GLBE_SetupForShadowMap(texid_t shadowmaptex, int texwidth, int texheight, fl
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shaderstate.shaderbits &= ~SBITS_MISC_DEPTHWRITE;
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shaderstate.shaderbits &= ~SBITS_MISC_DEPTHWRITE;
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if (qglShadeModel)
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// if (qglShadeModel)
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qglShadeModel(GL_FLAT);
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// qglShadeModel(GL_FLAT);
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GL_ForceDepthWritable();
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GL_ForceDepthWritable();
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// qglColorMask(GL_FALSE, GL_FALSE, GL_FALSE, GL_FALSE);
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// qglColorMask(GL_FALSE, GL_FALSE, GL_FALSE, GL_FALSE);
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